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sebkulu

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  1. Ok, I got wrong for the POLICE2, which simply uses native Vehicles.meta, but the question stands for SHERIFF for example, which is redefined in YOUR Vehicles.meta file :) In short: Why do the game use your Vehicles.meta file, and not the native Vehicles.meta for SHERIFF? And why do the game use the native Vehicles.meta file for POLICE, POLICE3, POLICE4? (that's what is causing you to you to modifiy <modelName> and <txdName> tags in native Vehicles.meta, in order to force the game to find informations regarding those models in YOUR Vehicles.meta -> allright, I already got that ) And, most important -> How can I know the models for which the game will always try to find information about in the native Vehicles.meta? (Try and see? if so, that will be a looooong journey to replace 160 vehicles...)
  2. Hi Captain14!!! First thing, THANK YOU for the three awesome packs you did! Well, it might be unusual, but I have a technical question for you :-) I'm trying to do the same thing as you did with police cars, but with standard cars. I want to do a DLC pack which will replace every single vehicle in game. I already have what it takes, and already succeeded in spawning a new model instead of a standard one (ninef2 is the car I'm working on to do all my preliminaries tests) What I can't figure out though, is why the damn game is still loading Vehicle.meta from update.rpf/common/data, and NOT mine from my dlc pack, although it has been correctly defined in Content.xml, with the Overlay attribute set to TRUE. I think you ran into the same problem, because your LSPDPACK renames POLICE, POLICE3, and POLICE4 in the original Vehicles.meta. But why did you not have to do it also for POLICE2, and in your 2 other packs (Sheriff and FBI)? The same goes for Carvariations, and Carcols... how can I be sure that mines will be used instead of standard ones (those in update.rpf/common/data) as I HAVE TO use the SAME name as the standard ingame models? Thanks in advance for your reading, and your answer ;-)

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